rsdMeshObj.cpp revision c19ff0177a7a0dadfc01b1990f822354fdc95991
1/*
2 * Copyright (C) 2011 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#include <GLES/gl.h>
18#include <GLES2/gl2.h>
19#include <GLES/glext.h>
20
21#include <rs_hal.h>
22#include <rsContext.h>
23#include <rsMesh.h>
24
25#include "rsdMeshObj.h"
26#include "rsdGL.h"
27
28using namespace android;
29using namespace android::renderscript;
30
31RsdMeshObj::RsdMeshObj(const Context *rsc, const Mesh *rsMesh) {
32    mRSMesh = rsMesh;
33
34    mAttribs = NULL;
35    mAttribAllocationIndex = NULL;
36    mGLPrimitives = NULL;
37
38    mAttribCount = 0;
39}
40
41RsdMeshObj::~RsdMeshObj() {
42    if (mAttribs) {
43        delete[] mAttribs;
44        delete[] mAttribAllocationIndex;
45    }
46    if (mGLPrimitives) {
47        delete[] mGLPrimitives;
48    }
49}
50
51bool RsdMeshObj::isValidGLComponent(const Element *elem, uint32_t fieldIdx) {
52    // Do not create attribs for padding
53    if (elem->getFieldName(fieldIdx)[0] == '#') {
54        return false;
55    }
56
57    // Only GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FIXED, GL_FLOAT are accepted.
58    // Filter rs types accordingly
59    RsDataType dt = elem->getField(fieldIdx)->getComponent().getType();
60    if (dt != RS_TYPE_FLOAT_32 && dt != RS_TYPE_UNSIGNED_8 &&
61        dt != RS_TYPE_UNSIGNED_16 && dt != RS_TYPE_SIGNED_8 &&
62        dt != RS_TYPE_SIGNED_16) {
63        return false;
64    }
65
66    // Now make sure they are not arrays
67    uint32_t arraySize = elem->getFieldArraySize(fieldIdx);
68    if (arraySize != 1) {
69        return false;
70    }
71
72    return true;
73}
74
75bool RsdMeshObj::init() {
76
77    updateGLPrimitives();
78
79    // Count the number of gl attrs to initialize
80    mAttribCount = 0;
81    for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
82        const Element *elem = mRSMesh->mHal.state.vertexBuffers[ct]->getType()->getElement();
83        for (uint32_t ct=0; ct < elem->getFieldCount(); ct++) {
84            if (isValidGLComponent(elem, ct)) {
85                mAttribCount ++;
86            }
87        }
88    }
89
90    if (mAttribs) {
91        delete [] mAttribs;
92        delete [] mAttribAllocationIndex;
93        mAttribs = NULL;
94        mAttribAllocationIndex = NULL;
95    }
96    if (!mAttribCount) {
97        return false;
98    }
99
100    mAttribs = new RsdVertexArray::Attrib[mAttribCount];
101    mAttribAllocationIndex = new uint32_t[mAttribCount];
102
103    uint32_t userNum = 0;
104    for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
105        const Element *elem = mRSMesh->mHal.state.vertexBuffers[ct]->getType()->getElement();
106        uint32_t stride = elem->getSizeBytes();
107        for (uint32_t fieldI=0; fieldI < elem->getFieldCount(); fieldI++) {
108            const Component &c = elem->getField(fieldI)->getComponent();
109
110            if (!isValidGLComponent(elem, fieldI)) {
111                continue;
112            }
113
114            mAttribs[userNum].size = c.getVectorSize();
115            mAttribs[userNum].offset = elem->getFieldOffsetBytes(fieldI);
116            mAttribs[userNum].type = c.getGLType();
117            mAttribs[userNum].normalized = c.getType() != RS_TYPE_FLOAT_32;//c.getIsNormalized();
118            mAttribs[userNum].stride = stride;
119            String8 tmp(RS_SHADER_ATTR);
120            tmp.append(elem->getFieldName(fieldI));
121            mAttribs[userNum].name.setTo(tmp.string());
122
123            // Remember which allocation this attribute came from
124            mAttribAllocationIndex[userNum] = ct;
125            userNum ++;
126        }
127    }
128
129    return true;
130}
131
132void RsdMeshObj::renderPrimitiveRange(const Context *rsc, uint32_t primIndex, uint32_t start, uint32_t len) const {
133    if (len < 1 || primIndex >= mRSMesh->mHal.state.primitivesCount || mAttribCount == 0) {
134        LOGE("Invalid mesh or parameters");
135        return;
136    }
137
138    rsdGLCheckError(rsc, "Mesh::renderPrimitiveRange 1");
139    // update attributes with either buffer information or data ptr based on their current state
140    for (uint32_t ct=0; ct < mAttribCount; ct++) {
141        uint32_t allocIndex = mAttribAllocationIndex[ct];
142        Allocation *alloc = mRSMesh->mHal.state.vertexBuffers[allocIndex].get();
143        if (alloc->getIsBufferObject() && alloc->getBufferObjectID()) {
144            mAttribs[ct].buffer = alloc->getBufferObjectID();
145            mAttribs[ct].ptr = NULL;
146        } else {
147            mAttribs[ct].buffer = 0;
148            mAttribs[ct].ptr = (const uint8_t*)alloc->getPtr();
149        }
150    }
151
152    RsdVertexArray va(mAttribs, mAttribCount);
153    va.setup(rsc);
154
155    rsdGLCheckError(rsc, "Mesh::renderPrimitiveRange 2");
156    Mesh::Primitive_t *prim = mRSMesh->mHal.state.primitives[primIndex];
157    if (prim->mIndexBuffer.get()) {
158        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prim->mIndexBuffer->getBufferObjectID());
159        glDrawElements(mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT, (uint16_t *)(start * 2));
160    } else {
161        glDrawArrays(mGLPrimitives[primIndex], start, len);
162    }
163
164    rsdGLCheckError(rsc, "Mesh::renderPrimitiveRange");
165}
166
167void RsdMeshObj::updateGLPrimitives() {
168    mGLPrimitives = new uint32_t[mRSMesh->mHal.state.primitivesCount];
169    for (uint32_t i = 0; i < mRSMesh->mHal.state.primitivesCount; i ++) {
170        switch (mRSMesh->mHal.state.primitives[i]->mPrimitive) {
171            case RS_PRIMITIVE_POINT:          mGLPrimitives[i] = GL_POINTS; break;
172            case RS_PRIMITIVE_LINE:           mGLPrimitives[i] = GL_LINES; break;
173            case RS_PRIMITIVE_LINE_STRIP:     mGLPrimitives[i] = GL_LINE_STRIP; break;
174            case RS_PRIMITIVE_TRIANGLE:       mGLPrimitives[i] = GL_TRIANGLES; break;
175            case RS_PRIMITIVE_TRIANGLE_STRIP: mGLPrimitives[i] = GL_TRIANGLE_STRIP; break;
176            case RS_PRIMITIVE_TRIANGLE_FAN:   mGLPrimitives[i] = GL_TRIANGLE_FAN; break;
177        }
178    }
179}
180